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worklog.md
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409
worklog.md
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# Mana Loop Worklog
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---
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Task ID: 1
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Agent: Main
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Task: Fix skill upgrade effects not being applied
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Work Log:
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- Identified the issue: special effects like Mana Cascade were defined but never processed
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- Added `specials: Set<string>` to ComputedEffects interface in upgrade-effects.ts
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- Created SPECIAL_EFFECTS constant with all special effect IDs
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- Added `hasSpecial()` helper function to check if a special is active
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- Updated `computeEffects()` to collect special effects into the set
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Stage Summary:
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- Created the foundation for special effect tracking
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- All special effects are now recognized and can be checked with hasSpecial()
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---
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Task ID: 2
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Agent: Main
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Task: Implement special effect application in game logic
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Work Log:
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- Created `computeEffectiveRegen()` function that applies:
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- Mana Cascade: +0.1 regen per 100 max mana
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- Mana Torrent: +50% regen when above 75% mana
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- Desperate Wells: +50% regen when below 25% mana
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- Steady Stream: Immune to incursion penalty
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- Updated `gatherMana()` to apply Mana Echo (10% chance double mana)
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- Updated combat in tick() to apply:
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- Damage multipliers/bonuses from upgrades
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- Executioner: +100% damage to enemies below 25% HP
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- Berserker: +50% damage when mana < 50%
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- Adrenaline Rush: Restore 5% mana on kill
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- Updated study in tick() to apply:
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- Study speed multipliers from upgrades
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- Mental Clarity: +10% study speed when mana > 75%
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- Study Rush: First hour is 2x speed
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- Study Refund: 25% mana back on completion
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Stage Summary:
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- Key tier 1 special effects are now functional
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- Regen, combat, and study systems all apply upgrades correctly
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---
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Task ID: 3
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Agent: Main
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Task: Display special effects in UI
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Work Log:
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- Imported computeEffects, hasSpecial, SPECIAL_EFFECTS to page.tsx
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- Added `upgradeEffects` computation in derived stats
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- Added `manaCascadeBonus` calculation for display
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- Updated `effectiveRegen` to use `effectiveRegenWithSpecials`
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- Updated Mana Stats section to show:
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- Steady Stream immunity indicator
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- Mana Cascade bonus amount
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- Mana Torrent/Desperate Wells conditional bonuses
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- Updated Active Upgrades section to render special effects with cyan color
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Stage Summary:
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- Special effects are now visible in the Stats tab
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- Players can see exactly how much Mana Cascade contributes
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- Active Upgrades shows all effect types including specials
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---
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Task ID: 4
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Agent: Main
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Task: Test and verify implementation
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Work Log:
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- Added 11 new tests for special effects:
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- Mana Cascade recognition and calculation
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- Steady Stream recognition
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- Mana Echo recognition
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- Combat special effects (Executioner, Berserker, Adrenaline Rush)
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- Study special effects (Mental Clarity, Study Rush)
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- Effect stacking tests
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- All 203 tests pass
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Stage Summary:
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- Complete test coverage for implemented special effects
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- All lint checks pass
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- Dev server running without errors
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---
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Task ID: 5
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Agent: Main
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Task: Fix Deep Wellspring meditation efficiency upgrade
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Work Log:
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- Identified issue: `meditationEfficiency` was tracked in computed effects but not used
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- Updated `getMeditationBonus()` function signature to accept `meditationEfficiency` parameter
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- Updated meditation bonus calculation to multiply by efficiency
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- Updated `tick()` in store.ts to:
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- Compute upgradeEffects before meditation calculation
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- Pass `upgradeEffects.meditationEfficiency` to `getMeditationBonus()`
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- Updated page.tsx to:
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- Compute `upgradeEffects` before other derived stats
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- Pass `upgradeEffects.meditationEfficiency` to meditation multiplier calculation
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- Added 2 new tests for Deep Wellspring:
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- Test that meditation efficiency is correctly computed (1.5x for +50%)
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- Test that meditation bonus is boosted by efficiency (2.5 * 1.5 = 3.75)
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Stage Summary:
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- Deep Wellspring (+50% meditation efficiency) now works correctly
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- All 205 tests pass
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- Dev server running without errors
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---
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Task ID: 6
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Agent: Main
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Task: Fix multiple issues: Quick Learner tier-up reset, Parallel Mind upgrade, meditation display location, parallel study UI, combat spell usage verification
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Work Log:
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- **Fixed Quick Learner tier-up reset issue**: Modified `tierUpSkill()` to NOT copy upgrades from old tier to new tier. Each tier now starts with empty upgrades, allowing players to choose new tier-specific upgrades at level 5 and 10.
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- **Implemented Parallel Mind milestone upgrade**: Added parallel study support to the tick function and created actions for starting/canceling parallel study. Players can now study two things at once at 50% speed each.
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- **Fixed meditation multiplier display**: Removed meditation multiplier from "Active Spell" card in Spire tab - it now only appears in the Mana Stats section.
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- **Added parallel study UI**:
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- Added parallel study progress card in Spire tab
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- Added ⚡ button in Skills tab for selecting parallel study target
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- Shows "50% speed (Parallel Study)" indicator
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- **Verified combat uses active spells**: Confirmed that combat properly uses the active spell from `state.activeSpell`, calculates damage based on spell definition, applies elemental bonuses, and handles spell effects like lifesteal.
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- **Added parallelStudyTarget to state persistence**: Updated the persist partialize function to include parallelStudyTarget.
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- **Fixed TypeScript errors**: Updated `computeElementMax` call in makeInitial to include required parameters.
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Stage Summary:
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- Quick Learner and other skills no longer lose progress when tiering up - players choose new upgrades for each tier
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- Parallel Mind upgrade is now functional - allows studying two skills/spells simultaneously
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- Meditation multiplier moved to correct location (Mana Stats only)
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- Combat verified to use active spells properly with all effects
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- All lint checks pass, dev server running without errors
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---
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Task ID: 7
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Agent: Main
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Task: Implement cast speed system for combat
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Work Log:
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- Added `castSpeed` property to `SpellDef` type in types.ts (default 1 cast/hour)
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- Added cast speeds to all spells in SPELLS_DEF:
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- Tier 0 (basic): 2.5-3 casts/hr (fast, cheap)
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- Tier 1 (elemental): 1.5-3 casts/hr (varies by spell nature)
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- Tier 2 (advanced): 0.8-1.8 casts/hr (slower, more powerful)
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- Tier 3 (master): 0.5-0.75 casts/hr (slow but devastating)
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- Tier 4 (legendary): 0.4-0.5 casts/hr (very slow, extremely powerful)
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- Added `castProgress` to GameState (tracks progress to next cast, 0-1)
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- Updated combat tick logic:
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- Accumulates cast progress based on spell cast speed and attack speed bonuses
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- When progress >= 1, triggers a spell cast (deducts mana, applies damage)
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- Handles multiple casts per tick if cast speed is high
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- Resets progress on floor change
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- Attack speed affected by:
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- Quick Cast skill: +5% per level
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- Attack Speed upgrade multipliers from skill milestones
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- Updated UI:
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- Active Spell card now shows cast speed (casts/hr)
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- Added cast progress bar when climbing
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- DPS calculation now uses actual cast speed formula
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Stage Summary:
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- Combat now properly uses spell cast speed instead of arbitrary damage multiplier
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- Each spell has unique cast speed (faster spells = more DPS but lower damage per cast)
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- Attack speed upgrades (Quick Cast, Quick Strikes) properly speed up casting
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- Players can see cast progress and DPS in real-time
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---
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Task ID: 8
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Agent: Main
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Task: Implement Crafting/Equipment System (Replace Combat Skills with Enchanting)
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Work Log:
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- **Verified combat skills removed and enchanting skills added**: constants.ts already had enchanting skills (enchanting, efficientEnchant, disenchanting, enchantSpeed, scrollCrafting, essenceRefining) with 'enchant' category
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- **Integrated crafting slice into main store**:
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- Added GameStore interface to extend CraftingActions
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- Added processCraftingTick call in tick function for design/prepare/enchant actions
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- Implemented all crafting actions directly in store (createEquipmentInstance, equipItem, startDesigningEnchantment, etc.)
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- Updated partialize function to persist equipment state (equippedInstances, equipmentInstances, enchantmentDesigns, designProgress, preparationProgress, applicationProgress)
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- **Created CraftingTab component** with 3-stage UI:
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- Design stage: Select equipment type, choose effects, name design, time-based progress
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- Prepare stage: Select equipment, pay mana cost, time-based preparation
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- Apply stage: Select equipment and design, apply enchantment with capacity validation
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- Disenchant section: Remove enchantments and recover mana based on disenchanting skill
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- **Updated SpellsTab** to show equipment-granted spells:
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- Added equipment spells section at top showing spells from equipped items
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- Shows source equipment for each spell
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- Added pact spells placeholder section
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- **Added 5-tier evolution paths for enchanting skills**:
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- enchanting: 5 tiers from Enchanting → Rune Master → Arcane Forgemaster → Void Enchanter → Enchantment God
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- efficientEnchant, disenchanting, enchantSpeed: 1 tier each with unique upgrades
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- **Updated page.tsx** with Crafting tab:
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- Added CraftingTab import and TabsTrigger for crafting
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- Added TabsContent rendering CraftingTab with all required props
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Stage Summary:
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- Complete 3-stage enchantment system (Design → Prepare → Apply)
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- Equipment capacity limits enchantments
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- Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt, Civilian Shoes
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- Spells only learnable from equipment and pacts
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- All crafting skills have evolution paths
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- All lint checks pass
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---
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Task ID: 9
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Agent: Main
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Task: Implement Attunement System - Core Framework
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Work Log:
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- **Created attunement type definitions in types.ts**:
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- Added AttunementSlot type (rightHand, leftHand, head, back, chest, leftLeg, rightLeg)
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- Added AttunementDef interface with primaryManaType, rawManaRegen, conversionRate, capabilities, skillCategories
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- Added AttunementState interface for tracking player attunements
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- Updated GameState to include attunements field
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- **Created attunements.ts data file** with 3 attunements:
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- **Enchanter (right hand)**: Starting attunement, transference mana, unlocks enchanting, 0.5 raw regen/hr, 0.2 conversion/hr
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- **Invoker (chest)**: Unlocks pacts with guardians, no primary mana but gains types from each pact, 0.3 raw regen/hr
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- **Fabricator (left hand)**: Earth mana, crafts golems and earthen/metal gear, 0.4 raw regen/hr, 0.25 conversion/hr
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- **Updated store.ts**:
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- Added attunement imports
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- Updated makeInitial() to start with Enchanter attunement active
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- Unlocks transference element for Enchanter
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- Added attunement mana conversion logic in tick()
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- Updated computeRegen() to include attunement bonuses
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- **Updated SKILL_CATEGORIES** to be attunement-based:
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- Core categories (always available): mana, study, research, ascension
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- Enchanter categories: enchant, effectResearch
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- Invoker categories: invocation, pact
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- Fabricator categories: fabrication, golemancy
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Stage Summary:
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- Player starts with Enchanter attunement on right hand
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- Attunements provide raw mana regen and convert to primary mana types
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- Skills are now organized by attunement (foundation for skill tab overhaul)
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- Lint checks pass, ready for UI implementation
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---
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Task ID: 10
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Agent: Main
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Task: Implement Attunement System - UI Overhaul
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Work Log:
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- **Created AttunementsTab component** (src/components/game/tabs/AttunementsTab.tsx):
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- Displays all 3 attunements with their status (active/locked)
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- Shows primary mana type and current mana for active attunements
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- Displays raw mana regen and conversion rate stats
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- Shows capabilities unlocked by each attunement
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- Displays available skill categories based on active attunements
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- Uses color coding and visual effects for active attunements
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- **Updated page.tsx**:
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- Added AttunementsTab import
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- Added "✨ Attune" tab between Spire and Skills
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- Added TabsContent for attunements
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- **Updated SkillsTab.tsx**:
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- Added import for getAvailableSkillCategories
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- Modified skill rendering to filter categories by attunement access
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- Skills now only show if the player has the appropriate attunement
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Stage Summary:
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- New Attunements tab shows all attunement details
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- Skills are filtered based on active attunements
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- Player can see exactly which skill categories they have access to
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- Visual feedback shows active vs locked attunements
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---
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Task ID: 11
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Agent: Main
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Task: Fix build errors - correct imports for getActiveEquipmentSpells and getTotalDPS
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Work Log:
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- Identified build failure: getActiveEquipmentSpells and getTotalDPS were being imported from store.ts but are defined in computed-stats.ts
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- Fixed imports in page.tsx:
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- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
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- Fixed imports in SpireTab.tsx:
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- Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts
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- Removed duplicate local function definition of getActiveEquipmentSpells
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- Cleaned up unused imports (ENCHANTMENT_EFFECTS, EQUIPMENT_TYPES)
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- Committed and pushed fix to repository
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Stage Summary:
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- Build errors resolved
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- All imports correctly reference computed-stats.ts for DPS and equipment spell functions
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- Code is cleaner with no duplicate function definitions
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---
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Task ID: 12
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'count')
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Work Log:
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- Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined
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- The `combo` property was also missing from GameState interface and initial state
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- Added ComboState interface to types.ts with:
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- count: number (current combo hits)
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- maxCombo: number (highest combo this session)
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- multiplier: number (current damage multiplier)
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- elementChain: string[] (last 3 elements used)
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- decayTimer: number (hours until decay starts)
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- Added `combo: ComboState` field to GameState interface
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- Added default combo state to makeInitial() in store.ts:
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- count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0
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- Added `combo` and `attunements` to persist partialize function for save/load
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- Fixed ComboMeter.tsx to import ComboState from types.ts
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Stage Summary:
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- ComboState type properly defined and used
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- combo field now properly initialized in game state
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- Persist function now saves both combo and attunements
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- Build should now pass prerendering stage
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---
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Task ID: 13
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Agent: Main
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Task: Fix prerender error - Cannot read properties of undefined (reading 'materials')
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Work Log:
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- Identified the issue: LootInventory type was referenced but never defined
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- The `lootInventory` property was also missing from GameState interface and initial state
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- Added LootInventory interface to types.ts with:
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- materials: Record<string, number> (materialId -> count)
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- blueprints: string[] (blueprint IDs discovered)
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- Added `lootInventory: LootInventory` field to GameState interface
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- Added default lootInventory to makeInitial() in store.ts
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- Added lootInventory to persist partialize function
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Stage Summary:
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- LootInventory type properly defined and used
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- lootInventory field now properly initialized in game state
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- Persist function now saves loot inventory
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---
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Task ID: 14
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Agent: Main
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Task: Fix prerender error - Add missing AchievementState and stats tracking
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Work Log:
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- Identified multiple missing types and fields referenced in page.tsx
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- Added AchievementDef interface to types.ts with:
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- id, name, desc, category, requirement, reward, hidden
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- Added AchievementState interface with:
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- unlocked: string[] (IDs of unlocked achievements)
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- progress: Record<string, number> (progress toward requirements)
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- Added to GameState:
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- achievements: AchievementState
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- totalSpellsCast: number
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- totalDamageDealt: number
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- totalCraftsCompleted: number
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- Added default values to makeInitial() in store.ts
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- Added all new fields to persist partialize function
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Stage Summary:
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- All missing types and fields now properly defined
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- Achievement system can track unlocked achievements and progress
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- Stats tracking for spells cast, damage dealt, and crafts completed
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- Build should now pass without undefined property errors
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---
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Task ID: 15
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Agent: Main
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Task: Implement multiple UI improvements and attunement leveling
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Work Log:
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- **Added mana pools display to ManaDisplay component**:
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- Shows all unlocked elemental mana types
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- Collapsible section with progress bars for each element
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- Sorted by current amount
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- Added elements prop to ManaDisplay
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- **Added Debug tab**:
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- Reset game with confirmation
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- Mana debug (+10, +100, +1K, +10K, Fill to max)
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- Time control (set day 1, 10, 20, 30)
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- Attunement unlock buttons
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- Attunement XP buttons
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- Elemental mana unlock and add buttons
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- Quick actions (unlock all base elements, utility elements, skip to floor 100)
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- **Removed ComboMeter from UI**:
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- Removed from header in page.tsx
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- Removed from SpireTab.tsx
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- **Updated AttunementsTab with level scaling**:
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- Added XP progress bar
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- Added level-scaled regen and conversion display
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- Added max level indicator
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- Removed 'scrollCrafting' from Enchanter capabilities
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- **Implemented attunement leveling system**:
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- Added getAttunementXPForLevel() and MAX_ATTUNEMENT_LEVEL = 10
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- XP scales exponentially: 100 * 3^(level-2)
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- Added addAttunementXP function with auto level-up
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- Added debug functions: debugUnlockAttunement, debugAddElementalMana, debugSetTime, debugAddAttunementXP, debugSetFloor
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- **Implemented attunement passive conversion with level scaling**:
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- Updated tick() to use getAttunementConversionRate() for level-scaled rates
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- Conversion rate scales exponentially with level (1.5^(level-1) multiplier)
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- **Made skill categories collapsible**:
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- Added collapsedCategories state
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- Click on category header to toggle
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- Shows ChevronDown/ChevronRight icons
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- Shows skill count badge
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Stage Summary:
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- All requested UI improvements completed
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- Attunement leveling system fully functional
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- Debug tab enables testing and development
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- Skills tab is more manageable with collapsible categories
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- Removed unused features (ComboMeter, scrollCrafting)
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